Special Abilities

Bound Equipment (masterwork) (Su) Chosen item can be summoned at no cost and is stronger than other summoned gear (Chosen: Greatsword)Casting (CL 1, MSB +1, MSD 12, Concentration +3, DC 12) You can cast sphere effects.Enhancement: Dual Enhancement Spend 1 SP to simultaneously enhance a second option with the same abilityEnhancement: Enhance Equipment +1 (DC 12) You can enhance a weapon or piece of armorEnhancement: Physical Enhancement +2 (DC 12) Give a creature an enhancement bonus to one physical attributeMagical Signs Your use of magic is obvious to all observersPersonal Magics You cannot enhance other creatures or their equipmentPower Attack -1/+2 You can subtract from your attack roll to add to your damage.Summon Equipment (masterwork) (Su) You can conjure a weapon or shield.

THEME

A tough, gear-summoning warrior who can enhance their own gear.

BUILD RULES

20 point buy. If higher, raise Strength or Wisdom. If lower, reduce Constitution or Wisdom. This character only has one trait, so you can add a non-Combat trait (or Campaign Trait) to fit your game. The Mountain naturally progresses towards heavy armor, so don't worry about your Dexterity.

SUGGESTED GROWTH

The Mountain is all about making themselves stronger with magic. Effects that raise your Caster Level in the Enhancement sphere are valuable (especially if they put you over the edge for Physical Enhancement's growth). As an Armorist, you don't really need to enhance your own equipment, so look for other effects.

You can also take more drawbacks to get a bunch of extra spell points in the future - this will make you more consistent with your buff uptime.

Take Deep Enhancement as soon as you can, especially if your game tends to have several battles in a row. This will drastically improve the efficiency of your self-buffs.

When you have the chance, grab a Headband that boosts your Wisdom score. You're already enhancing your physical stats with magic, so you don't need to buy an item for that.

NOTES

This is a simple, straightforward character designed to hit enemies fast and hard. If this is your first time using Spheres of Power and you've focused on playing martial characters in the past, The Mountain should feel familiar and easy to play. Its more-complicated options only start coming online in a few levels, at which point you'll be much more familiar with this system.

At the start of play, your goal with The Mountain is to cast Physical Enhancement +2 (Strength and Constitution) on yourself right before a battle starts, spending two spell points to improve both ability scores and allow it to linger without concentration. Right now, you can do this twice a day - that'll ease up as you get stronger. What sets you apart from classes like the Barbarian is your ability to summon new kinds of equipment as-needed. As you level up, your list of choices will widen dramatically, and you can frequently call out weapons chosen specifically to hit the weak points of your enemies. Meanwhile, your self-buffs will make you consistently stronger and tougher. Eventually, you'll be able to keep yourself buffed in every battle.

As a Low Caster, you aren't as proficient with spells as most other classes - you don't have as many talents known, nor will they be as powerful. This is why it's good to get whatever Caster Level bonuses you can - they'll come in handy for maximizing the value of your enhancements.

If using Spheres of Might, consider picking up a few talents from the Guardian sphere. This can amp up your ability to survive without significantly impacting your offense.